Showing posts with label Setting. Show all posts
Showing posts with label Setting. Show all posts

Monday, March 17, 2014

WRITING IN PLACE


Green is washing over winter’s wan fields in Virginia’s Shenandoah Valley, where I live, teach and write. I have some goats, and like them I am using the changing landscape as fodder—literally, in their case, as they tug at each new shoot for nourishment; figuratively, in my case, as I look to the awakening pastures to inspire my prose. I’ve recently taken to setting my fiction on these hills I call home, and I’m finding this to be a fruitful strategy. One such short story will be published in June in Chautauqua, a literary journal that showcases work each year by both adult and youth writers.

It seems that what I hear students frustratingly refer to as “writer’s block” is just a manifestation of being overwhelmed, of not knowing where to start. So, consider having the young writers in your life begin with what is in view, what they call home. Don’t think story. Just think setting and use simple words that first come to mind. The tree out there is bare and gray. Later, with the help of a thesaurus, it can become exposed, ashen. Then, some sounds might arrive when a March gust blows through the branches. (See MaryQuattlebaum’s “Vivid Words and Actions” for ideas on writing the aural.) And someone will surely plod through the mud to get to the tree. (See Jacqueline Jules’ “Follow the Snowprints” for ways to invite characters in.) Let the story grow in this way—slowly, steadily, like spring’s greening outside your window.

Common Core Connections: CCSS.ELA-LITERACY.W.3.3; 4.3; 5.3; 6.3; 7.3; 8.3.

Monday, October 1, 2012

THE WORD ON WORDLESS BOOKS


Picking up on the picture book literacy theme running recently through Pencil Tips, I have been thinking about wordless picture books. I’m a fan of these and like to collect them. This fascination might seem a little odd on the part of a picture book author who is not herself an illustrator, but in the hands of an amazing artist, pictures can sometimes tell it all. (I also love graphic novels, and I’m sure these two interests are related.)

One category of wordless book takes a “what if” concept and catapults it into a world of fantasy. My favorite book of this type is Flotsam, by David Wiesner, a mind-bending tale in which a boy finds an old camera on the beach.  The camera leads him and the reader on a fantastical visual journey beneath the sea and back in time.   Two other books in this vein are The Red Book, by Barbara Lehman, and Zoom by Istvan Banyai.  For some reason, all of these books have vivid red covers. They are just plain fun to share with children, and in the case of Flotsam and The Red Book, could lead to an exercise in writing a fantasy story (wordless or not) about a found object.

Other wordless books that are more plot driven.  These include A Boy, a Dog, and a Frog by Mercer Mayer, Pancakes for Breakfast by Tomie dePaola, Wave by Suzie Lee, and Train Stop, also by Barbara Lehman.  These books can be used for exploring the five essential elements of a story.  Here are some questions to move this process along:

Characters: Who is the main character?  Are there other characters in the story?  What part do they play?  What are some of the challenges an artist or writer faces in carrying the same characters through a story from beginning to end?

Setting:  Where does the story take place?  How important is the setting to that particular story? What are some devices the artist used to bring the setting to life?

Plot: A story has a beginning, middle and end.  In the wordless story, which illustrations make up the beginning of the story? The middle? The end? 

Conflict:
A story without conflict would be a big yawn.  Usually, the conflict comes about because the main character has a problem to solve.  What is the main character’s problem?  How does he or she try to solve it?  If the problem were solved immediately, there wouldn’t be much of a story.  How do the illustrations build up the suspense leading to the climax of the story? Identify the climax, the place where the action becomes most exciting. 

Resolution:  After the climax comes the part of the story where the problem is solved.  How does this happen in the story at hand?  Do you think the ending was a good one?  What is another way you could think of to end the story?

Creating a wordless picture book from scratch could be a great follow-on project.


Monday, May 30, 2011

PLOTTING A VIDEO GAME

by Pam Smallcomb

As the mom of three boys, I know that getting a boy to read a book can sometimes be a challenge. Getting some boys to write, well, it might be easier to just go outside and move a mountain. I have found one topic that has never failed to excite interest when I talk to boys: gaming. I’ll go out on a limb here and say that most boys over the age of six are well versed in the gaming culture. They not only know the games out there, but are playing a good deal of them in their spare time.

So how can you translate this excitement for gaming into a writing experience, while limiting explosions, weaponry and other assorted violence?

How about having them design a game setting? Defining the setting as a stand-alone task has its advantages. It takes the narrator/character out of the writing (and the weapon temporarily out of his hands). By focusing the writing on describing the world of their imaginary game, they will learn the valuable skill of creating a story ‘bible.’ There are many appealing aspects to video games. Their scenes are richly landscaped. There are distinct cultures and hierarchies. Different realms operate by different rules. Just ask anyone who plays WOW (World of Warcraft, for the uninitiated).

Some questions to ask your students about their gaming environment could include:

Will there be any environmental obstacles that your characters will have to overcome?
What kind of lives do the different characters live (different professions, etc.)?
Do the characters live in different realms? What are they?
Are there any traditions? Taboos?
If I were to walk into a market or meeting place within your game setting, what sounds would I hear? What would people be eating?
What does it look like (the actual landscape)?
Where are we in time?
Do they have any magic? How does it work?
What scientific gizmos do they have? For example, can they teleport?

Within every game, there are groups of characters, or ‘tribes’ that need defining. Some questions about the general characters that inhabit the different gaming realms could be:

What do the different groups of characters look like? What is their temperament?
Any monsters among them? What kind?
Are some characters  ‘more equal’ than others?
Are there grudges and prejudices among the different characters?
What skills are valued?
Are there rules that must be obeyed?
Are there boons to secure? Missions or quests to complete?
And the one they will like best: How do they protect and defend themselves?

Once the general game setting has been written, you can then ask your students to continue their gaming ‘bible’ and define the specific characters who will take the lead in their game, and of course, describe the point (or story) of their game.

As the student defines his gaming world, hopefully the story of the game will become clearer. If this sounds like the steps you would take to plot a fantasy or a science fiction novel, that’s because it’s very similar. But the good news is, your gamer doesn’t have to know that.


http://www.pamsmallcomb.com/index.html